
GM Cellion |

Isu and Spectre lead the investigation into the odd metal tunnels. Isu feels that the plating on the walls and ceiling of the metal tunnels is particularly solid. Meanwhile, Spectre's more trained eye reveals that the walls are made of some kind of extraordinarily strong ceramic-metallic material with roughly the integrity of adamantine alloy (hardness 30, 40 HP/inch).
The most striking aspect of the tunnels only reveals itself when Spectre moves in to take a closer look. As Spectre steps into the space between the metal panels he feels a sudden imposition of gravity, rapidly pushing him down to the rocky floor! Once he reorients himself to the sudden sensation, he realizes that the gravity here is lighter than Pact Worlds standard, though certainly enough to walk around freely.
While within low gravity: PCs can jump three times as high and as far and lift three times as much. (Movement speed, however, stays the same, as moving in great bounds is awkward and difficult to control.) Thrown weapons have their range categories tripled. Otherwise it is treated as regular gravity

GM Cellion |

Just a bit of information/recap in case you're feeling indecisive:
Most of you are currently floating in a large cavern with exits to all cardinal directions, with the north and east ones sporting metal-ceramic clad walls. Peering to the north, the tunnel extends in a dead-straight line. Your darkvision does not extend far enough to see just how deeply it leads.
To the east, the metal clad walls appear to generate a local gravitational field through some unknown mechanism. Beyond the short corridor, you can see what looks like another natural cavern.
To the south, the natural tunnel through the rock twists and turns. You can't get a clear view of what might be beyond without heading down there.
You've encountered clear signs of victims of the akata you fought earlier, both of which seem to be the members of the Acreon crew. Recalling the recorded message you came across back on the Acreon bridge, you know the crew fell back to the Drift Rock in hopes of finding refuge from the akata. It doesn't seem you've found enough people yet to account for the whole crew described in the data... the captain and at least one other crew member may yet have escaped with their lives.

Solaria Jesari |

As Isu and Spectre take the lead in looking into the metallic tunnels, Solaria follows them. From the map it looks like we are going East. "Come Ted, Arc let's go this way."

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Isu frowns as the gravity forces him to walk on the ground and not on the wall.
"This is very strange, to have gravity on an asteroid in the middle of nowhere. But then, this is obviously no normal asteroid. Let us continue down this tunnel of death. This one is sure there is plenty more that would like to chew on him."

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"Lead the way, Sol." Ted follows along enjoying the return of gravity with a bounce in his step. "Spec, too bad your programming doesn't know how to have fun."

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I really, REALLY like Isu's understated joy at walking in zero-g!
After re-centering himself, Arcalinte descends into the room with the others, letting this subjective gravity assert itself.
"I wonder if, once the legal disputes are finished, the Starfinders will have us come back and study this place in more detail. Just the properties of this chamber alone have given me a dozen questions on the nature of gravity, both scientific and spiritual!"

GM Cellion |

Isu: 1d20 + 1 ⇒ (16) + 1 = 17
Spectre: 1d20 + 5 ⇒ (18) + 5 = 23
Solaria: 1d20 + 6 ⇒ (13) + 6 = 19
Ted: 1d20 + 1 ⇒ (7) + 1 = 8
1d20 + 12 ⇒ (3) + 12 = 15
Moved your group to the following chamber roughly based on your most recent posts.
Your group makes its way through the 15ft long metal clad tunnel, feeling the uncanny local gravity grab a hold of you while you're inside and letting you go once you emerge into the eastern chamber.
This chamber is another seemingly natural cavern, once again with zero gravity. To the north, another metal clad tunnel heads straight away... though the members of the party with darkvision can see that it extends only 50ft before it ends in a wall of fallen rock. To the south, a tunnel veers away slightly to the east before heading further southward.
While you're considering your next move, all of the group but Ted suddenly notice that the heaters on your armor turn a little higher, attempting to counteract... something. Alerted by the unusual behavior, Arc, Isu, Spectre and Solaria all notice a spectral apparition rising out of the 'floor' of the cavern to the south-eastern corner! A ghostly skull hovers deep in the darkness of a cracked helmet of this roughly humanoid ghost that wears the spectral remains of a space-suit. See handouts for a pic!
For every 5 points by which you exceeded the DC for this check, you can ask about offenses, defenses, and special characteristics.
Isu: 1d20 + 5 ⇒ (20) + 5 = 25
Spectre: 1d20 + 3 ⇒ (8) + 3 = 11
Solaria: 1d20 + 2 ⇒ (4) + 2 = 6
Ted: 1d20 + 2 ⇒ (12) + 2 = 14
1d20 + 4 ⇒ (10) + 4 = 14
Before you can react, wisps of purple light begin to pulse in its ghostly skull, and you're all struck by a mental haze that settles across your minds. With your next post, give me a Will save vs. DC 11. If you fail, you're confused for 2 rounds.
|||| Round 1 ||||
Isu
Arc
Apparition
Ted
Spectre
Solaria
Bold may go

GM Cellion |

If you are not devoted to attacking a target, roll on the following table at the beginning of your turn each round to see what you do in that round.
d% Behavior
1–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 + Str modifier damage to self with item in hand.
76–100 Attack nearest creature.
If you can’t carry out the indicated action, you do nothing but babble incoherently. Attackers are not at any special advantage when attacking you.

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Will Save: 1d20 + 3 - 3 ⇒ (16) + 3 - 3 = 16
Arcalinte stares as the spirit rises, and gives it a stern glare, his will steeled against its whispers, and his aura shifts from graviton to photon.
"For the Sun and the Fury!" he says, lifting his sword.
I can't really do anything to it at the moment, right? My sword and starknife aren't gonna do squat against an incorporeal thing.

Solaria Jesari |

Will save 1d20 + 2 + 1 + 0 ⇒ (18) + 2 + 1 + 0 = 21
Solaria stares at the apparition, "Remember your crew, remember the Acreon, remember your life.. Leave now and join them in the afterlife, leave this existence and follow them." After her play with the pistol, in one move she slips it down to her hip, looses the clip and settles it .
Std action: Clever Feint - Bluff 1d20 + 10 + 1d6 ⇒ (9) + 10 + (4) = 23 if bluff succeeds, -2AC for apparition against allies, otherwise -2AC against Solarioa's next attack.
Move Action: replace pistol in holder.
Perception 1d20 + 6 ⇒ (10) + 6 = 16 to notice if the apparition is one of the Acreon's crew and which one?
If any of the party are notably confused, they either babble incoherently, attack themselves or attack one of the party, Solaria will instead change Clever Feint, to Don't Quit

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Will Save: 1d20 + 3 ⇒ (3) + 3 = 6
Mysticism: 1d20 + 5 ⇒ (16) + 5 = 21
confused check: 1d100 ⇒ 83
Lookout world! Here comes a top attack!

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will save: 1d20 + 4 ⇒ (6) + 4 = 10
confused: 1d100 ⇒ 71
Isu eyes glaze over, and he grabs his longsword and bashes the hilt into his own face...
d8+ str: 1d8 + 4 - 4 ⇒ (8) + 4 - 4 = 8 hey, all my debuffs are paying off! Though I still rolled max damage. gahhhh!

GM Cellion |

1d4 + 2 ⇒ (3) + 2 = 5
1d20 + 7 - 4 ⇒ (11) + 7 - 4 = 14
1d4 + 2 ⇒ (4) + 2 = 6
Oh dear... this is looking a bit dangerous already. @Ted: despite failing the will save, I think you should be able to relay the knowledge you would gain from your Mysticism check. Feel free to ask about an extra category of info per my spoiler above. @Arc: Ted would be able to reveal the basics of incorporeality, ie. its immune to nonmagical kinetic damage, takes 50% nonmagical energy damage, 50% magical kinetic damage, and 100% of force damage.
The party is assaulted by the mental pressure, Ted and Isu buckling under the strain. Isu strikes himself with his longsword to try to break the effect, but does far more harm than good. Meanwhile, Arc resists the mental effect and readies himself to act against the creature.
The apparition raises a spectral claw and beckons towards Solaria. At first, there's no sign of what the gesture might mean, but then Solaria is suddenly struck by an intense pain as her intestines begin to rip and tear apart from the inside. She manages to resist the horrible twisting at first but it gradually increases in intensity. (Dealt 6 points of slashing damage by the apparition's strange power)
|||| Round 2||||
Isu - Confused (1 rd remains), 8 damage
Arc - Give me an action for round 1 as well as round 2, unless you chose to just hold in round 1.
Apparition
Ted - Confused (2 rd remains). Attacking random party member with his top unless Solaria chooses to Don't Quit him.
Spectre - Still need a save.
Solaria - Let me know who you're targeting with Don't Quit this round. I'll resolve it before their action.
Bold may go.

Solaria Jesari |

** spoiler omitted **
Solaria - Let me know who you're targeting with Don't Quit this round. I'll resolve it before their action.
Target Ted with Don't Quit

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confused: 1d100 ⇒ 18
Isu snaps to normality, but his eyes take in the sight of the terrible ghost and he realizes there is nothing he can do to it.
"Does anyone have an energy gun? Quick!"
In hindsight, I should be carrying a EAC based weapon. I'm not. We have a disruptive fusion seal. Cellion, could I pop it on my assault hammer and would it do anything?

GM Cellion |

Solaria briefly snaps Ted out of his confusion!
|||| Round 2||||
Isu - 8 damage
Arc - Give me an action for round 1 as well as round 2, unless you chose to just hold in round 1.
Apparition
Ted - Can act normally this round, confused next round.
Spectre - Still need a save.
Solaria -
Bold may go.

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Spectre raises his laser rifle as the creature assaults the team.
As his combat tracking locks on, he says "My sensors indicate that this enemy is neither fully here nor completely absent. It has properties similar to a gas, rather than a solid. My diagnostics do not fully comprehend it."
The droid's shot is accurate, striking it dead center but partially going through it. A much-reduced bolt of energy strikes the wall behind it.
will: 1d20 ⇒ 15 Am I the only one who thinks it strange that the Mechanic is the ONLY character without a Will save bonus? Even Soldiers get Will save bonus, which seems bizarre...
Laser Rifle (azimuth) (weapon focus, combat tracking): 1d20 + 6 ⇒ (17) + 6 = 231d8 ⇒ 8

GM Cellion |

@Isu: unfortunately, the disruptive fusion seal can only be applied to items of 3rd item-level or higher (up to 5th level, the level of the fusion seal). It also takes 1 minute to apply the seal, and the seal's effects don't start functioning until 24 hours have elapsed.
@Spectre: yeah, it IS weird that they're the only ones that miss out.

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Arcalinte, after taking the room in, turns away from the drift dead and moves towards the wall. But before the others can accuse him of running away, he positions himself and bounds off the wall towards the spirit, his solar armor flares brightly as he flies towards the enemy like a comet!
Round 1: Position self at the wall. Photon Attunement, 1.
Round 2: STELLAR RUSH! Photon Attunement, 2.
Bull Rush: 1d20 + 4 - 3 ⇒ (8) + 4 - 3 = 9
Fire Damage: 2d6 ⇒ (6, 5) = 11

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Ted shakes his head, feeling it clear but knowing the confusion will return. Before he slips back in to the fog he grabs his top and chucks it at the creature. The top splits in two as it arcs its way in to the apparition.
"I really am starting to hate the undead. First thing we do when we get back is to space that one in the crate..."
Magic Missile damage: 2d4 + 2 ⇒ (3, 2) + 2 = 7
Ted will use the bonus information for more detail on the creature's defense if you please

GM Cellion |

1d20 + 10 - 4 ⇒ (13) + 10 - 4 = 19
1d6 + 4 ⇒ (1) + 4 = 5
1d20 + 10 - 4 ⇒ (8) + 10 - 4 = 14
1d6 + 4 ⇒ (2) + 4 = 6
Isu hasn't acted yet, but he mentioned that he doesn't have a way to make an attack this round anyway. I'll assume he's holding this round.
Spectre raises his laser rifle and fires an accurate shot at the Driftdead, and while the laser bolt passes through it, it still seems to recoil in pain! Arc follows up by launching himself off the wall in a rush, his flames scorching the spirit as he rushes straight through it! (Two things: it does get a reflex save for half damage (DC10+1/2 your level+your CHA mod), which it did pass. Second, I moved your token to the other side of it since you went through.)
Ted blasts it with a pair of bolts of force for full effect! (For defenses, you also recall that a Driftdead is worse at evading energy damage (poor EAC) and that incorporeal creatures have two more special defenses: Corporeal spells and effects that do not cause damage have only a 50% chance of affecting an incorporeal creature and an incorporeal creature is immune to critical hits.)
After the trio of reasonably effective attacks, it looks far more tattered in appearance. Its ghostly outline wavers, but before it can dissipate it turns in place and swings a pair of incorporeal claws at Arc. Both pass through the solarian's body before he can twist out of the way. (11 points of damage)
|||| Round 3||||
Isu - 8 damage
Arc - 11 damage
Driftdead - 16 damage
Ted - Confused this round.
Spectre -
Solaria - 6 damage
Bold may go.

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confusion: 1d100 ⇒ 45
"Spec, did blabble you under some there's a go?" Even Ted's top appears a little stunned by what just came out of Ted's mouth.

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Isu really can't do anything.
Isu stands back, unsure of what to do in face of this enemy. He begins wringing his hands... flashbacks to a previous failure.
Gunshots took down the ambassador... his duty to protect...everyone dead. Banishment from the Kasathan race.
"Nooooooooooo!!!!!" Isu crouches down and covers his head with his hands.

Solaria Jesari |

Quick, cos I gotta go, Solaria's round 2 action is to target Ted with 'Don't Quit again, so Ted is not confused in round 3, will do the same for round 3, so Ted is not confused in round 4..

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Arcalinte growls as the spirit claws at him, but as he regains his footing, he smiles and the golden glow in his eyes seem brighter than ever before.
"I have reached the zenith of my attunement, spirit, and you are right where I want you!"
He makes a sign with one hand, touching his thumb and pinky together with his three remaining fingers extended, and his armor transforms into a swirling, burning wave of energy erupting out from him and consuming the driftdead as it passes, before reforming on Arcalinte's body anew.
"TO THE INFERNO WE GO!"
Arcalinte uses Supernova!
Fire Damage: 2d6 ⇒ (4, 5) = 9
Photon Mode reset to 0.

GM Cellion |

I'm listening to Supernova while writing this :>
Arc's wave of fiery light blasts the spirit, engulfing it and consuming it utterly! As the light fades, you see no trace remaining (ending Isu's torment quite abruptly :) )
With a little encouragement from Solaria, Ted breaks out of the last of his confusion.

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Isu sits up, panting and wide-eyed.
"What... was that? Are there more? Let's leave this place. Now!"
I want to go back to the acreon because we left an energy weapon there I believe, and I could use 1 more night of rest for this disease.

Solaria Jesari |

"No, Isu, Ted and Arc were able to handle that thing quite well. Now you know what you face, I'm sure you will face up to it next time." Solaria, says hoping to allay Isu's fears. "Lets rest a while, we should get our breath back, before we move. We have time to take more of a look at this place. You never know what we might find."
Solaria could do with 10 minutes rest to get stamina back, with the 1RP cost.
I'm OK with getting the energy weapon, but it would be better to finish the rock and get back so we can use Absalon Station's medical facilities for both you and Arc.

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Arcalinte grins as the spirit is banished before returning to the group.
"The light of the Dawnflower banishes all darkness!"
Then he sees Isu upset and frowns.
"Are you alright, Isu? Lemme help you up."
He extends his hand.

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Isu grabs the outstretched hand and gets off the ground, but he shakes his head. "This one has failed the group. This one is not prepared to fight ghosts; this one is not prepared in my mind, either. This one's body is wracked with disease so that this one's arms can barely move. This place is death, and do we really think that something still lives here? Let's just go."
How about back to the Acreon for one more night's rest? We don't have to throw in the towel and go back to Absalom yet. Though if Arc and I fail our fortitude saves, we might have to because the next stage of the disease will make us worthless.

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"Hey, hey...you didn't fail anyone, Isu. We still beat the ghost, and we know how to handle them in the future. You can't do everything by yourself, and you don't have to beat yourself up for that," Arcalinte replies kindly.
"The dawn brings new light. Once you've gotten some rest, you'll return to the fight stronger and better than before."
I second the motion.

Grix Krizvit |

As you all contemplate whether to head back to the Acreon to rest for a longer period, your comms suddenly crackle to life. Rasping out amidst a heaping helping of static, you can barely make out Grix's voice.
"Hope you g--- --- okhay down the--. I went on-- --- shuttle to get a bit of shute-- ----- - -as waiti-- for you. And we--. The shuttle! Its khontrols got overri---- by so----ing! Its hea---g bakh to Abs---- Station --thout you! I'll try to workh th--- ---! --- -----!"
He cuts out before you can respond.

GM Cellion |

I'm going to assume you head back for another night's rest on the Acreon. After all, the two people suffering the most are voting to do so.
When you make your way back to the surface of the Drift Rock to check out the situation, you see a receding blip in the distance: the shuttle already on its way back to Absalom Station proper. Thankfully, it appears the Acreon itself is still in place, anchored to the rock securely.
You traverse the cables carefully and soon find yourselves back in the airlock you took to leave the ship in the first place. A check of the Acreon reveals that almost everything is in order... everything except the shipping container with Eskolar. The lid of the container lies ajar and the container itself is clearly empty. Grix is also nowhere to be found. (As is probably Sydney, but I'll leave it ambiguous if she rejoins us before we leave the Drift Rock)

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"Grix! That skeeving shirren! Did he leave us here on purpose? This one could not make out his message. Are we stranded here with the drift rock and a broken down ship?"
As he fumes, Isu goes in search of the tactical arc emitter, a gun that the party found earlier but no one claimed. It wasn't on our loot table, either, but it was a few pages ago. It has 12 shots on the battery.

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Arcalinte sighs.
"The Acreon's not broken, Isu. We can use the ship's communication systems to contact Station Security to tell them the ship's been cleared. We'll be fine. I'm just disappointed."
Is the Ambassador's spy robot still with us?

GM Cellion |

Yep, the drone is still trundling along behind you guys, recording everything that transpires.
BTW, in case it was forgotten, the Acreon is not broken down or disabled. It *is* however quarantined by Absalom Station security and not allowed to dock for fear of anything dangerous on it or the drift rock getting onto the Station proper.

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With a groan, Isu falls into a bunk and prays that he will wake up the next morning.
"Arcalinte Soter, if you feel as this one feels, you feel like s~*!. Unfortunately there is only one medpatch left in our supplies. Shall we conduct a Kasathan finders-keepers ritual to determine who gets to use it?"

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Spectre examines the two recovering soldiers.
"Though my primary functions are computer-related espionage, blackmail, and sabotage, I have been programmed with some useful medical knowledge, which may be of assistance," the droid drones.
medicine Isu: 1d20 + 7 ⇒ (8) + 7 = 15 Not sure if I can give them an assist on their saves?
medicine Arc: 1d20 + 7 ⇒ (12) + 7 = 19

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As Spectre applies remarkable medical aid, Isu is astounded. "Last time, this one applied my own medpatch by oneself with no aid. Droid, this one wishes you were there for that but this one is extremely grateful in any case. Though, this one is slightly disappointed to not play finder-keepers with Arcalinter Soter."
Spectre didn't need the medpatch at all, so that is great!
fort save: 1d20 + 4 - 2 + 4 ⇒ (11) + 4 - 2 + 4 = 17 -2 sickened, +4 medicine check. Thanks Spectre!

GM Cellion |

@Spectre: If you have access to a medkit, you can help both of them by using the 'Treat Disease' aspect of the medicine skill. In this case though, both of them are still benefiting from Grix's application of a medpatch the previous day, so they're still getting the Treat Disease bonus.
The party settles in to rest, some members afflicted by the akata larvae and mentally burned out by all the horrors they've seen thus far. The accommodations of the Acreon are a welcome relief after the strenuous zero-G combat maneuvering and life or death battles on the Drift Rock.
FORT Isu. Sickened penalty, treat disease bonus: 1d20 + 4 + 4 - 2 ⇒ (4) + 4 + 4 - 2 = 10 Cutting it reeeeeal close... Ninja'd by Isu's own save
FORT Arc. Sickened penalty, treat disease bonus: 1d20 + 3 + 4 - 2 ⇒ (8) + 3 + 4 - 2 = 13
For Arc and Isu, the first few hours of sleep are fitful at best as their bodies oscillate between hot and cold to try to drive the infesting larvae out. Eventually though, both of them manage to settle into a deeper sleep. When they wake in the morning, they find the bunks they slept in to be deeply stained with both sweat and blue-black smears. They find that their skin is covered in fresh sores in places where they were bit by akata jaws.
Despite the sores and the messy beds, both Arc and Isu feel MUCH better. Their fatigue and sickness has lifted and Isu's strength is mostly back! (healed 1 STR damage. The remaining 1 STR damage doesn't impose any penalties)
Everyone also regains all SP and RP as usual

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That makes my strength at 17, which is a 3 modifier. Are you sure I get my normal +4 to hit and damage?

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Arcalinte stretches and when he sees the state he's in after recovering, he immediately makes for the Acreon's washroom to take a shower.
"How are you feeling, Isu? You look a lot better," he says as he re-dons his suit and conjures his solar armor.

GM Cellion |

Its a pretty commonly misunderstood rule (both in Pathfinder and Starfinder), but ability damage doesn't deduct from your ability scores. Instead, for every 2 ability damage you have, you get a -1 penalty on rolls and statistics associated with that ability score. Since Isu only has 1 STR damage now, he takes no penalty.

Solaria Jesari |

Solaria smiles at the recovery of both Arc and Isu, "I hope your recovery is complete, you both looked really bad with whatever ailed you." With a spring in her step she happily makes a breakfast for all, "We need to be strong for whatever else is out there." she says gleefully.
After the morning has passed and all is shipshape again, she puts on her armour and is ready to follow the others out again.

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"Feeling very well this morning, Arcalinte Soter. And yourself? Perhaps a good night's rest is what this one needed for a bit of a confidence boost. And holding a new gun helps too. If we encounter more of those ghosts, this one will be able to participate in the fight. Does anyone have a spare battery?"
This gun has 12 charges but I don't have spare ammo.

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"Good to hear, Isu. We'll clear the Drift Rock out in no time. Unfortunately, I have no spare batteries on me."
Arcalinte enjoys the breakfast Solaria prepares.
"Thank you, Solaria, this is delicious!" he says as he finishes before going to brush his teeth, because he is a good boy.

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Spectre surveys the much-improved warriors.
"I have updated my medical database with these new findings. It is good to see that both of you have improved, inasmuch as our chances to complete this mission and earn our credits are greatly reduced with you at diminished capacity."
His head swivels around the group.
"I have yet to diagnose Ted's ailment, however."